DocumentCode
239602
Title
The need for a Real Time Strategy game language
Author
Hayes, Roy ; Beling, Peter ; Scherer, William
Author_Institution
Syst. & Inf. Eng., Univ. of Virginia, Charlottesville, VA, USA
fYear
2014
fDate
7-10 Dec. 2014
Firstpage
3495
Lastpage
3504
Abstract
Real Time Strategy (RTS) games provide complex domain to test the latest artificial intelligence (AI) research. In much of the literature, AI systems have been limited to playing one game. Although, this specialization has resulted in stronger AI gaming systems it does not address the key concerns of AI research, which focuses on the development of AI agents that can autonomously interpret, learn, and apply new knowledge. To achieve human level performance, current AI systems rely on game specific knowledge of an expert. This paper proposes a RTS language in hopes of shifting the current research focus to the development of general RTS agents. General RTS agents are AI gaming systems that can play any RTS game, defined in the proposed RTS language. The structure of the RTS language prevents game specific knowledge from being hard coded into the system, thereby facilitating research that addresses the fundamental concerns of artificial intelligence.
Keywords
XML; artificial intelligence; computer games; real-time systems; AI agent development; AI gaming systems; AI research test; RTS game language; artificial intelligence research test; complex domain; game specific expert knowledge; game specific knowledge prevention; general agents; human level performance; real-time strategy game language; Artificial intelligence; Autonomous agents; Buildings; Games; Real-time systems; Resource management; Training;
fLanguage
English
Publisher
ieee
Conference_Titel
Simulation Conference (WSC), 2014 Winter
Conference_Location
Savanah, GA
Print_ISBN
978-1-4799-7484-9
Type
conf
DOI
10.1109/WSC.2014.7020181
Filename
7020181
Link To Document